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Farming in a Parallel World and Becoming a God

Here is Felen. In this world, myriad intelligent races nurture the tree of life, with humans merely on the ascent. Elves, Dwarves, Gnomes, Demi-Humans, Sea Elves, Merfolk—all inhabit their secluded island cities, while the wilderness teems with settlements of Goblins, Hobgoblins, Orcs, Jackalweres, Gnolls, and diverse Monster Tribes. Each intelligent race meticulously tends to their affairs for survival and the perpetuation of their kind. From the Fairy Wilderness to the Shadow Plane, the Ether Plane, and the Starry Realm—countless planes entwine with the Material Plane, blending seamlessly. In their God Kingdoms, the Gods scheme and vie for worship, manipulating all beings as pawns in their cosmic game. Within the depths of the Hell Abyss, devils and demons whisper, lusting after mortal souls. An ancient evil lies dormant, awaiting the world's descent into another cycle of chaos. The echoes of the Giant Empire still resonate across this ancient land. The colossal shadows of Giant Dragons still darken the skies of this realm. Gaven, the Legendary Warrior reborn, assumes the mantle of Fate Reshaper, threading through the fissures of destiny. With his prophetic foresight, he charts a careful and strategic path, shaping a future of his own making and averting impending tragedy. Gaven embarks on an unorthodox journey of magic farming—Gnolls mine for him, Fairies tend his fields, and Giants lead his charges. For indeed, Magic Farming is the true road to supremacy. ... In this Lord's tale of Magic Farming, the narrative may unfold slowly, so please extend a measure of patience and support. Preparation is extensive, with a swift writing pace, ample drafts in reserve, and an unwavering commitment to integrity.

Eternal Night Knight · Fantasy
Not enough ratings
567 Chs

Chapter 90 Forbidden Knowledge_3

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By then, even shaking it won't be necessary, just wait a few seconds and throw it out.

With the spinning wheel, the power and stability of the Tremor Bomb have soared.

The improved Strong Tremor Bomb now deals proper damage, finally reaching 4D6 (4-24 in range); this damage is entirely based on the extent of strong acid splashing, not like before when it would become a dud directly.

The Improved Dragon Tremor Bomb's damage has increased to 6D8 (6-48 in range).

There's a new flaw, however; the requirements to use the Tremor Bomb have increased—you must possess the ability to manipulate magic power to activate the spinning wheel.

Luckily, the Blackwell Tribe now has the Dragon Seeking Ritual Ceremony, so there's no shortage of gnolls with spell-like abilities; it simply makes the use of the Tremor Bomb more specialized.

In Gaven's eyes, this is merely a provisional solution; there's still significant room for improvement in the Tremor Bomb.